Now that the dragon cult is taken care of and the truth spell repaid, it's time to find the one who was responsible for all of this in the first place. Be careful, though. You may wish you never found him!
The best of the series. I loved the adventurer's guild, the portal system, and the colorful sidequests. The main story was enjoyable as well, with the final baddie being suitably difficult to smite.
Posted by Kilvain at on02/21/09
The best of the series. I loved the adventurer's guild, the portal system, and the colorful sidequests. The main story was enjoyable as well, with the final baddie being suitably difficult to smite.
Posted by deathangel at on01/14/09
I really liked this mod it was very entertaining and the romance was a whole lot of fun. _________________________ Dying's easy Living's hard "Don't fear the dark...fear what's in it." "Freedom is secured not by the fulfilling of one's desires, but by the removal of desire." -Epictetus (\__/) (='.'=) This is Bunny. Copy and paste bunny into (")_(") your signature to help him gain world domination. Check out my stuff at fanfiction.net Link
Posted by Jamro at on01/12/09
The last part was easily the best of the series. And a pretty good one alltogether. A worthy conclusion with lots of loose ends tied together, even some I didn't guess were loose ends at all. The parts involving finding out stuff and sneaking about, like the jail or the factory, were quite straightforward and simplistic. The hack&slash parts were quite varied and plentiful. Even if they suffered from a scaling-believability-problems. Meaning we're seeing bandits, bandit dogs and pirates that'd kick the heck out of demons we saw before. But that doesn't seem at all uncommon in Hack&Slash modules. More varied, better built, better in every way to the previous parts. Exemplary module.
Posted by hfrank at on12/12/08
Dear Mr. Mason: Thank you for an engaging series of modules. The contrivance of establishing an utterly simple premise (e.g., escorting a prisoner) and providing all of the adventure elements (combat, puzzles) in side adventures is a formula that works. I also appreciated the runic and talismanic magic-item system. The gem of your writing was the personality you infused into my henchman, Darlo. Wish I could export her and make her available as a sidekick in further adventures. Speaking of which, do you have any epic-level adventures on the drawing boards so we can continue with our existing characters? All this being said, there were some problems: (1) Absence of available weapons. My character is a bastard sword weapon master. I don?t believe I encountered a single high-end bastard sword (?Blazing Bob? is only a +1) until near the end of the trilogy. Why is it that every author assumes that a weapon master wants a katana? I have black belts in two martial arts, both of which involved extensive training with katanas and bokkens. Trust me, the katana is NOT the weapon of choice. If used properly, it is a two-handed weapon, which means no shield. And even the best katana (I know an iaido master in Tokyo with 14th century National-Treasure quality katanas and tachis that are not permitted to leave Japan) is effective only in milieux where armor is constructed of laquered bamboo. In sheer frustration, I wound up taking the first good weapon I found (the katana, Power Death, found in Chapter 2) and using the NWN toolset to create a bastard sword with identical properties. I had my character play that one-room module between Chapters 2 and 3, and exported the character to make him appropriately armed when I began Chapter 3. Archers seem similarly out of luck. Couldn?t find a single bowyer or fletcher in Selgaunt. No fire arrows, no ice arrows, etc. (2) Signage and mapping. The signage is the most serious and frustrating problem. Many of the most important locations (e.g., the general store in Selgaunt) are identified neither on the map nor by any exterior sign and required my character simply to open every unlocked door until he stumbled into the right place. Likewise the map locations need editing. I spent the better part of a day finding Darlo?s old mentor (whose name escapes me at the moment) in Selgaunt, because his house is not marked on the map. Hint for future projects: PLEASE MARK ENTRANCES AND EXITS ON THE MAP. I spent two full game days in that abominable mountain maze. Actually, I found the exit after about an hour of game play, but after killing the two Dragon Cult mages, I brought my character back in, because there was nothing to distinguish that little patch of green from any of the other outdoor pockets accessible from the maze. (3) Please edit the journal entries. They currently record too little information. The biggest deficit is that directions given by NPCs when a new quest begins are simply not recorded in the journal entries. Where does a character find a particular location, person, etc.? This information is often furnished in dialogs that cannot be frozen in place so that a player can copy the information to the personal notes page of the journal. (4) Technical problems. I found absolutely no prisoners in the mountain maze (Chapter 2), and the portal near the main entrance which?according to the walkthrough?should transport characters to the first prisoner location simply did not function. Death magic seems to affect characters wearing items (e.g., Greater Belt of the Guiding Light) that confer immunity from death magic. Didn?t test it against the beholders, but the balors in the crypt beneath Selgaunt killed my death-immune character several times. At least one room in the crypt beneath the temple in Chapter 2 seemed completely inaccessible. I have no idea whether this is an editing flaw or a failure in play. In Chapter 3, merchant reaction often changed from one encounter to the next with no change in either my character?s APPRAISE skill nor his INTELLIGENCE stat. (5) Finally, I found it annoying that some monsters seemed to be given additional abilities. Water elementals should not be level-draining creatures. Criticisms notwithstanding, I found your Harper?s Tale series to be one of the best two or three CEP adventures I have played and fervently hope that you will provide your fans with further adventures for veterans of this series. Harry Frank hfrank@umich.edu
Posted by Caller_in_Darkness at on11/06/08
Great mod, very entertaining!
Posted by Rianna at on04/26/08
One of my favorite series. Have played multiple times and recommended it to friends who also enjoyed it.
Posted by ericdoman at on04/23/08
Whoops no vote. See below 2008/04/23 for comments
Posted by ericdoman at on04/23/08
Just finished this mod again. My 3rd venture, have now used rg/ftr/wpnmstr, clr/ftr and wiz/ftr/aa. Once again thoroughly enjoyed this mod. The use of various items to craft throughout has that element of difference. In this chapter though could not find one slotted arrow, luckily had held back on using the best arrows. Used the inventory bar to swap between arrows. Dorla ended up being the main frontline fighter (playing hardcore) so she would always have the best defensive eqpt. The cleric combo was the easiest. As below Dorla failed to level up and remained a 7/9 rg/bard as my charcter finished 1/9/10 respectively. Cheers
Posted by AZVaquero at on02/11/08
Thank you Mr Mason for this outstanding group of mods. They are not only excellently driven tales, but they are also well done love stories too. We need more of this kind of adventures. Something with substance. Fancy smancy, will never make a good story... And you have delivered! Excellent story, most excellent ending! Ladies and Gents, if you want a GOOD story, this is it! My best wishes to you and yours! And finally, ah, if I could only present mine as well as you have! _________________________ Durned Elf..